Fatal Fury Special/Big Bear: Difference between revisions

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===The Basics===
===The Basics===
If you're the type of player to gravitate towards traditional grapplers like Zangief, picking up Big Bear in FFS is a no-brainer. Regardless of matchup, your gameplan revolves around getting into throw range and then threatening your opponent with your powerful strike/throw mixups. In a game with several strong zoners, getting into close range is a task easier said than done, but fortunately Bear is equipped with several good tools to deal with projectiles. His '''Giant Bomb''' ([1]6P) is an upper body invulnerable tackle that allows Bear to go past any projectile that doesn't hit his feet. The light version of the move is slightly plus on block to boot, making it possible to go for a throw attempt even if the move gets blocked. '''Super Drop Kick''' (charge D and release) on the other hand is an advancing move with lower body invulnerability, making it ideal for punishing lows and projectiles that travel on ground like Terry's Power Wave. Bear's dodge attack is excellent for avoiding projectiles as well, as it retains its invulnerability even during recovery.
Bear's most useful normals are:
*5A: Decently fast jab with good reach. It's possible to option select between this move and a dodge attack when input as 46A.
*2A/2C: Crouching punch with a strong hitbox. 2C is one of the very few moves Bear can combo off of.
*5B/CD: Good long reaching pokes, ideal for stopping the opponent's advancing moves.
*2B: Solid low kick that makes for a good tick throw button.
While Bear comes with a massive number of throws, you mainly need to just remember two of them: his command grab, '''Bear Bomber''' (6428C), and '''Bear Hug''' (9D). Bear Bomber has more range than any other throw in the game, allowing Bear to grab his opponent from a slight distance without the risk of being counter-grabbed. Bear Hug, on the other hand, has much less range but does immense damage, making it the optimal throw to go for if you're right next to your enemy. Since Bear has almost no combo potential, 9D is also generally the best move to go for if you happen to stun your opponent.


===Advanced Strategy===
===Advanced Strategy===
Line 1,002: Line 1,014:


====Vs. Andy Bogard====
====Vs. Andy Bogard====
4 - 6


====Vs. Axel Hawk====
====Vs. Axel Hawk====
4 - 6


====Vs. Big Bear====
====Vs. Big Bear====
5 - 5


====Vs. Billy Kane====
====Vs. Billy Kane====
3.5 - 6.5


====Vs. Cheng Sinzan====
====Vs. Cheng Sinzan====
3 - 7


====Vs. Duck King====
====Vs. Duck King====
4.5 - 5.5


====Vs. Geese Howard====
====Vs. Geese Howard====
4.5 - 5.5


====Vs. Joe Higashi====
====Vs. Joe Higashi====
2 - 8


====Vs. Jubei Yamada====
====Vs. Jubei Yamada====
3.5 - 6.5


====Vs. Kim Kaphwan====
====Vs. Kim Kaphwan====
4 - 6


====Vs. Laurence Blood====
====Vs. Laurence Blood====
4 - 6


====Vs. Mai Shiranui====
====Vs. Mai Shiranui====
4 - 6


====Vs. Ryo Sakazaki====
====Vs. Ryo Sakazaki====


====Vs. Terry Bogard====
====Vs. Terry Bogard====
5.5 - 4.5


====Vs. Tung Fu Rue====
====Vs. Tung Fu Rue====
3 - 7


====Vs. Wolfgang Krauser====
====Vs. Wolfgang Krauser====
5 - 5


{{Navbox-FFS}}
{{Navbox-FFS}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]
[[Category:Big Bear]]
[[Category:Big Bear]]

Revision as of 19:24, 13 January 2025

The Bone-Crushing Beast
Ffspecbear colors.png

Introduction

After the events of Fatal Fury 1, the wrestler Raiden drops his heel persona and joins the fight under the new alias Big Bear. Bear is the resident big body grappler and has the usual pros and cons of the archetype - great throw range, damaging moves and long reaching normals, but also big hurtboxes, slow walk speed and hard matchups against good zoners.

Pros Cons
  • Moves deal a lot of damage
  • Best throw range in the game
  • Moves with tons of invulnerability
  • Slow movement
  • Next to no combo potential
  • Has a hard time getting in against certain characters

Move List

Standing Walking Crouching Jumping Taunting
FFS Bear Stand.png FFS Bear Walk.png FFS Bear Crouch.png FFS Bear Jump.png FFS Bear Taunt.gif
46F (4+39+3) duration, the fastest jump in the game.

Close Standing Normals

c5A

c5A
Elbow/エルボー
FFS Bear c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Mid 7 7 6 19 +3 +4 Kara Cancel
  • Bear's fastest close range normal. Gives decent frame advantage and can be used for tick throws.
  • Hits fairly high, so it whiffs against some of the smaller characters if they're crouching.
c5B

c5B
Knee Attack/ニーアタック
FFS Bear c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 2 Mid 8 9 10 26 -3 -2 Kara Cancel
  • Poor recovery, so you're better off not using this for anything except for tick throws. Even then, 2B is generally better for that purpose.
c5C

c5C
Elbow/エルボー
FFS Bear c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
22 4 Mid 12 10 8 29 +6 +5 Kara Cancel
  • Good frame advantage both on block and hit, but has quite a bit of pushback.
  • Same hitbox as close A.
c5D

c5D
Stomping/ストンピング
FFS Bear c5D 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24 4 Mid 13 10 9 31 +5 +4 Kara Cancel
  • Can link into other normals like 2C if it hits meaty, but not particularly noteworthy otherwise.

Far Standing Normals

f5A

f5A
Jab/ジャブ
FFS Bear f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Mid 6 8 7 20 +1 +2 Kara Cancel
  • Pretty good range, and at 6 frames of startup this is tied with 2A for Bear's fastest ground normal.
f5B

f5B
Front Kick/前蹴り
FFS Bear f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 10 8 10 27 -2 -1 Kara Cancel
  • Solid hitbox and has more range than 5A. One of Bear's main pokes.
f5C

f5C
Knuckle Part/ナックルパート
FFS Bear f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 12 11 12 34 -5 -6 /
  • Whiffs against smaller characters if they're crouching, and has less range than you'd expect. Not really worth using.
f5D

f5D
Dropkick/ドロップキック
FFS Bear f5D 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
23 4 Mid 16 12 11 38 -5 -6 Throw Invincible 16-27F
  • Very good utility move. Since Bear is off the ground, you can use this to dodge lows and certain projectiles.

Crouching Normals

2A

2A
Crouching Straight/しゃがみストレート
FFS Bear 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Mid 6 8 7 20 +1 +2 Kara Cancel
  • One of the essential Bear normals - comes out quite fast and has a great hitbox. Doesn't link to anything, but still gives some advantage both on hit and block.
2B

2B
Slide Kick/スライドキック
FFS Bear 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Low 8 9 10 26 -3 -2 Kara Cancel
  • Works very well against low profile moves, like Joe/Jubei slides.
  • Being -3/-2 makes this move ideal for tick throw setups as throw protection after blocking or getting hit lasts for 2 frames; you can go for a Bear Bomber pretty much immediately after 2B recovers.
2C

2C
Crouching Straight/しゃがみストレート
FFS Bear 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 10 13 10 32 +1 0 Kara Cancel
  • Stronger but slightly slower version of 2A. You can combo off this move, but only if you have enough charge for a 5 second Super Drop Kick.
2D

2D
Slide Kick/スライドキック
FFS Bear 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
23 4 Low 11 13 21 44 KD (+28) -11 Kara Cancel
  • Fairly slow startup, but has more range than 2B and gives a knockdown on hit. The large amount of active frames also makes it a good move against corner backsteps.

Jumping Normals

jA

jA
Albatross Chop/アルバトロスチョップ
FFS Bear jA.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 9 2 Overhead 6 / / - - -
  • Decent jump-in, but favor jC over this whenever possible as it deals more damage and has the same hitbox.
Neutral Jump 9 2 Overhead 8 / / - - -
jB

jB
Stamp Kick/スタンプキック
FFS Bear jB.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 12 2 Overhead 8 / / - - -
  • Compared to jA/C, the hitbox on this is stronger horizontally but weaker vertically.
Neutral Jump 12 2 Overhead 5 / / - - -
  • Very fast startup. Good air-to-air against Kim divekicks and the like.
jC

jC
Albatross Chop/アルバトロスチョップ
FFS Bear jA.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 22 4 Overhead 11 18 / / - - -
  • Bear's main jump-in whenever you're charging for Super Drop Kick and can't use jD.
Neutral Jump 22 4 Overhead 11 17 / / - - -
jD

jD
FFS Bear j9D.png
Diagonal Jump
FFS Bear jB.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump
Flying Dropkick/フライングドロップキック
24 4 Overhead 13 18 / / - - -
  • Extremely strong hitbox that's hard to beat without a dodge attack or an invulnerable anti-air. Use this whenever you're not charging for Super Drop Kick.
  • Despite how good this looks, it still sadly loses to low profile anti-airs.
Neutral Jump
Stamp Kick/スタンプキック
24 4 Overhead 13 18 / / - - -
  • Like neutral jump B, but harder to use due to having more startup and a limited number of active frames.

Universal Mechanics

Lane Blast (CD)

Lane Blast
Outstep Kick/アウトステップキック
C+D
FFS Bear CD Front.png
Front Lane
FFS Bear CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 15 12 8 34 KD -1 Cancel, Lane Shift
  • Basically a slower but beefier version of 5B. Very good reach and plenty of active frames.
Back Lane 22 5 Mid 15 12 15 41 KD -8 Cancel, Lane Shift
  • Stronger hitbox, longer recovery.
Lane Attack

Lane Attack
Flying Dropkick/フライングドロップキック
A/B/C/D from opposite lane
FFS Bear Lane Attack Front.png
Front Lane
FFS Bear Lane Attack Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 13 - 4 - - - /
  • Straight and fast lane attack.
C/D 20 4 Overhead 13 - 4 - - - /
  • Slower high-angle lane attack.
Dodge Attack

Dodge Attack
Bear Claw/ベアクロー
6A during proximity guard
FFS Bear Dodge Attack 3.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 20 11 9 39 Air Reset (+20) -1 Kara Cancel, Upper-Body Invuln 1-39F
  • Slow to start up but keeps its invincibility through recovery, unlike other dodge attacks.

Throws

Power Bomb (6C)

Power Bomb
close 6C
FFS Bear C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+78) / /
  • Same damage as Bear Bomber and has a more advantageous knockdown.
Back Drop (4C)

Back Drop
close 4C
FFS Bear C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+79) / /
  • Swaps sides.
Lariat Drop (3C)

Lariat Drop
close 3C
FFS Bear 3C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+18) / /
  • Swaps sides.
  • Very poor advantage.
Neck Hang (6D)

Neck Hang
close 6D
FFS Bear D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16~32 (4 x 4~8) 0 Throw 1 1 / - +29 / /
  • Hold throw. Opponent can mash to reduce hits.
Headbutt (4D)

Headbutt
close 4D
FFS Bear D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12~32 (4 x 3~8) 0 Throw 1 1 / - +28 / /
  • Hold throw. Opponent can mash to reduce hits.
Lift Up Throw (3D)

Lift Up Throw
close 3D
FFS Bear 3D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+39) / /
  • Swaps sides.
Bear Hug (9D)

Bear Hug
close 9D
FFS Bear 9D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24~48 (4 x 6~12) 0 Throw 1 1 / - +30 / /
  • Hold throw. Opponent can mash to reduce hits.
  • Bear's most damaging throw, so this is worth going for despite having much less range than Bear Bomber.

Special Moves

Giant Bomb ([1]6P)
Giant Bomb
[1]6P
FFS Bear 16P 2.png
Ready?
※Recovery on whiff.
  • Your main tool for getting past projectiles. Fully invulnerable during startup, but gains a lower body hurtbox once Bear starts charging at the opponent.
  • While this move may seem hilariously broken at first glance, it's fairly easy to react to and still loses to just about any low, dodge attack, ground projectile or invulnerable special.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 37 12 2※ 50 KD (+41) +2 Invincible 1-25F, Upper-Body Invuln 26-48F, Throw Invincible

Travels 3/4ths of the screen.

  • Charge time: 45F.
C 22 (5) 6 Mid 57 16 2※ 74 KD (+74) -4 Invincible 1-45F, Upper-Body Invuln 46-73F, Throw Invincible

Travels fullscreen.

  • Charge time: 60F.
Super Drop Kick ([D])
Super Drop Kick
Hold D
FFS Bear HoldD 2.png
An advancing move that grows more powerful the longer the D button is held. The D button can begin charging during the match's intro, but the charge is reset between rounds.
  • Pressing D immediately after releasing the charge will cause Bear to execute a D normal or D throw instead of the dropkick.
  • Has lower body invulnerability and thus can be used to get past some projectiles that travel across the ground (Terry 236A/C, Geese 236A).
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
300F Charge
5 Second Charge
13 (3) 3 Mid 21 11 12 43 KD (+77) -1 Invincible 1-11F, Foot Invuln after frame 18, Throw Invincible
720F Charge
12 Second Charge
33 (8) 3 Mid 23 11 12 45 KD (+77) -1 Foot Invuln after frame 20, Throw Invincible
1200F Charge
20 Second Charge
53 (13) 3 Mid 25 11 12 47 KD (+77) -1 Foot Invuln after frame 22, Throw Invincible
2400F Charge
40 Second Charge
73 (18) 3 Mid 27 11 12 49 KD (+77) -1 Foot Invuln after frame 24, Throw Invincible
Bear Bomber (6428C)
Bear Bomber
6428C
FFS Bear 6428C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / / KD (+71) / -

A throw with average damage but immensely large range.

  • Can input 642A8C as an option select to get 2A instead of a jump when whiffed. If the opponent is in Bomber range, 2A will kara cancel to grab them.

Desperation Move

Fire Breath (63216BC)
Fire Breath
When health is flashing
63216BC
FFS Bear 63216BC 5.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid 30 96 16 141 KD +12 -
  • Flame is not full size until frame 36.

Very good super despite its slow startup. Safe on block and deals a good chunk of chip damage. Has a projectile hitbox, but stays active even if it collides with an enemy projectile.

Combos

  • 2C > Super Drop Kick (5 sec. version only)
  • Meaty c5D > 2C

Strategies

The Basics

If you're the type of player to gravitate towards traditional grapplers like Zangief, picking up Big Bear in FFS is a no-brainer. Regardless of matchup, your gameplan revolves around getting into throw range and then threatening your opponent with your powerful strike/throw mixups. In a game with several strong zoners, getting into close range is a task easier said than done, but fortunately Bear is equipped with several good tools to deal with projectiles. His Giant Bomb ([1]6P) is an upper body invulnerable tackle that allows Bear to go past any projectile that doesn't hit his feet. The light version of the move is slightly plus on block to boot, making it possible to go for a throw attempt even if the move gets blocked. Super Drop Kick (charge D and release) on the other hand is an advancing move with lower body invulnerability, making it ideal for punishing lows and projectiles that travel on ground like Terry's Power Wave. Bear's dodge attack is excellent for avoiding projectiles as well, as it retains its invulnerability even during recovery.

Bear's most useful normals are:

  • 5A: Decently fast jab with good reach. It's possible to option select between this move and a dodge attack when input as 46A.
  • 2A/2C: Crouching punch with a strong hitbox. 2C is one of the very few moves Bear can combo off of.
  • 5B/CD: Good long reaching pokes, ideal for stopping the opponent's advancing moves.
  • 2B: Solid low kick that makes for a good tick throw button.

While Bear comes with a massive number of throws, you mainly need to just remember two of them: his command grab, Bear Bomber (6428C), and Bear Hug (9D). Bear Bomber has more range than any other throw in the game, allowing Bear to grab his opponent from a slight distance without the risk of being counter-grabbed. Bear Hug, on the other hand, has much less range but does immense damage, making it the optimal throw to go for if you're right next to your enemy. Since Bear has almost no combo potential, 9D is also generally the best move to go for if you happen to stun your opponent.

Advanced Strategy

Match-ups

Vs. Andy Bogard

4 - 6

Vs. Axel Hawk

4 - 6

Vs. Big Bear

5 - 5

Vs. Billy Kane

3.5 - 6.5

Vs. Cheng Sinzan

3 - 7

Vs. Duck King

4.5 - 5.5

Vs. Geese Howard

4.5 - 5.5

Vs. Joe Higashi

2 - 8

Vs. Jubei Yamada

3.5 - 6.5

Vs. Kim Kaphwan

4 - 6

Vs. Laurence Blood

4 - 6

Vs. Mai Shiranui

4 - 6

Vs. Ryo Sakazaki

Vs. Terry Bogard

5.5 - 4.5

Vs. Tung Fu Rue

3 - 7

Vs. Wolfgang Krauser

5 - 5

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki